

It modifies the UVs in the asset, so spacing between UV charts is optimal, meaning they never leak over each other and there is no much wasted space. The reason here is UV padding adjustment. Make sure you followed version control guidelines.īaking same asset in one scene breaks its UVs in another scene Using a version control system I copied the scene to another PC and it doesn't look right Looks good on surfaces with medium/high roughness. It will give some specular approximation.

You're in Distance Shadowmask mode, it's expected. Shadowmasks are baked, but Unity renders real-time shadows instead Masked Bakery light components have "Baked contribution" set to "Indirect and shadowmask".Masked lights have both Unity and Bakery light components on them.Bakery's Render Mode is set to Shadowmask.33 Soft shadows appear like multiple hard shadows.32 I get a "Can't create vertex buffer" error.using Mesh Combine asset) bake incorrectly 30 Baking any scene crashes with unknown error.28 Denoiser produces grid-like patterns.24 Baking produces "Not allowed to access uv2" errors.23 Light probes are too bright in Subtractive mode.22 Denoiser produces bright edges around geometry/shadows.21 "Adjusting UV padding" happens too often and takes too much time.20 HDRI produces scattered bright spots (fireflies).19 Speedtrees look fine in the editor, but black in builds.18 Baked prefabs instantiated at runtime in a build have no lightmaps.17 Stuck at "Waiting for Unity to initialize the probes.".16 "Exporting scene - preparing" is taking too long.13 I have an Android project, and lightmaps don't look good.

